Re: Suggestion: Swing arms while walking option
Contrary wrote:
Stuff, tl;dr: People spriters > Robot spriters.
I disagree. The issue isn't about the ease of spriting. The issue is that, with current limbs, some things that should be possible simply aren't.
Including but not limited to:
-Arm attachables: Possible to add, but rotate with the head, i.e. ugly for anything beyond a shoulder pad.
-Arm or Leg animations: This is impossible because arms and legs are animated already as frames of extension. Animated attachables on the leg work decently, but on the arm they rotate with the head, see above.
-Realistic rotations and ragdolls: Impossible because the arms/legs are simply one piece limbs. Any rotations are done more as sprite work than physics. In CC I would've expected complete ragdolls from the start.
-Realistic gibbing: Would be much cooler to have shins/feet or arms/hands blown off separately and have actors with stumps walking around vs a complete gib of the arm/leg.
Sprite-wise I don't find that a segmented system would look any worse, especially for standard sized actors. If the system was setup to draw the thigh+knee over the shin, I don't think it would look bad at all. Ideally there would be a knee joint attachable that would rotate based on leg extension, but even without one you could sprite it with the thigh just as well.
The Decaying Soldat wrote:
There are many games out there using the completely-segmented-limbs-system(-thingy?), and frankly not many of them look good. However, it can be compensated by good animation.
If this system is used in CC then modders should be allowed to modify the animation frame by frame. That might be a tedious process of an other kind though. Segmented limbs would make spriting more convenient, but not necessarily the whole modding process.
Segmenting limbs in my opinion wouldn't make spriting any different than it is now. At least, when I do arm/leg extensions, I sprite separate thighs/shins and then manually paste them together for each frame, then touch-up.
While we're complaining about the way actors are coded, my other huge problem is the inability to do a single thing to hands. You either have one or you don't. You can't animate them, you can't swap their sprites, you can't dynamically change them in just about any way.
Also, draw order is awful to work with. Great things would be possible if we could manually define what layers parts of an actor are drawn in.
Unfortunately, these problems are 1) Low priority (probably lower than water), and 2) Looked-over because on standard actors the problems aren't as big.